Revision as of 15:31, 3 July 2018

iPi Mocap Studio has built-in auto update functionality. Auto update feature is configured so that checks for update are made once per day. It helps to reduce the start time of the application. If you want to update ASAP — you can use the Help > Check for Update menu item.

Note that both of these features require Internet connection. Alternatively (in case of troubles with auto update), you can download and run the updated installation program from direct link.

ver. 3.6.4.220

Export Options dialog is now shown for any file format after a destination file is selected. Recenter coordinates on character and Export T-pose in the first frame options moved to this dialog (they affect exported animation only). Advanced motion transfer option is left on the Export tab (it affects both preview in program and exported animation), but moved up, just below Show target character option.

Option for setting the frame rate of an exported animation is added to the Export Options dialog.

ver. 3.6.0.216

Tip: In case of problems with the new algorithm, you can revert to using the old algorithm. Check Use old calibration algorithm in Manual Calibration Adjustments > Advanced Calibration Settings section on the Calibration tab.

Including cameras into exported animations in FBX format (optional).

Vastly increased the speed of applying data from motion controllers.

Automation add-on:

Added useFastTrackingAlgorithm field to the arguments of set-tracking-props command and to the result of get-tracking-props command.

Added markerColor field to the arguments of run-calibration command.

Changed default value of autoDetectInitialCameraPositions field in create-project command to true.

B U G F I X E S:

Biomech add-on: Unchecking Export RGB checkbox when there is no color data.

Fixed app crash after opening project under certain conditions.

Fixed displaying of warnings on the Calibration tab at improper moments.

ver. 3.5.0.214

New fast tracking algorithm for depth sensors (BETA version). To use it, turn on Use fast tracking algorithm (BETA) checkbox on Tracking tab.

Tracking speed increase is up to 2.5 times depending on particular hardware and tracking options.

Available for single-actor projects, and single-GPU configurations.

Tip: If you use 2 GPUs for tracking, you need to turn it off by unchecking second GPU via Help > Manage GPU Usage menu.

Improvements in animation export.

New control on Export tab to rotate imported characters into proper orientation. This is useful for many popular characters, including standard Unreal Engine character.

The motion is now correctly transferred to imported characters with separate Root bone and Hips/Pelvis bone. You can map hips motion either to Root or to Hips/Pelvis. This is useful for game engine characters, including standard Unity 3D Engine and Unreal Engine characters.

Support for FBX format 7.5 (2016)

Note: Built-in rig for Blender has been removed, because there is no need in change of axes orientation for modern versions of Blender.

Allow to select flashlight color for marker detection during calibration (useful in case of light background).

ver. 3.4.12.208

Maximum speed increase (up to 3-4 times) is achieved at high-performance video cards for projects recorded with 1 or 2 Kinect sensors.

For 4 or more Sony PS3 Eye cameras speed gain is lower and can reach 10 – 50% depending on particular tracking options and hardware configuration.

For slow video cards speed increase is substantially lower.

For projects recorded with many cameras tracking speed can even be lower compared to previous version on particular hardware configurations. You have the option to use the old tracking algorithm then (you can select this option in Advanced Tracking Settings section of the Tracking tab)

For multiple GPU configuration the new algorithm will be used if number of cameras / sensors is not more than 4 (in this case only the primary GPU is used). In most cases this will still be faster than using multiple GPUs with the old tracking algorithm. For more than 4 cameras the old algorithm on multiple GPUs will be used, as a faster option.